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The Ravens Guild


The Ravens Guild. Some see them as petty thieves. Some see them as dangerous assassins. They are a seclusive group of well-trained thieves and assassins. No one is quite sure who runs the organization except the Shades. Ah, the Shades; Shades most often work alone, and never together. Not a single individual in the world today could ever hope to match the skill of the Shades. There footsteps are as light as an insect's, and even the shadows seem to embrace them and hide them from visibility. They are the ultimate thieves, the ultimate assassins, and they have struck both fear and paranoia into the hearts of many, and yet they're never seen.

Storyline

The Ravens Guild is not a random organization that simply steals and kills for money. Instead, most of its operations are political.

Ranks

Associate - Associates are newcomers to the guild. They are given no training, no equipment, and usually no advice. If one truly wishes to join the Ravens Guild they must first prove they have some capability. They are usually given jobs by the Ravens, sometimes even help the Ravens in their own operations, but are far to inexperienced or unrecognized for the Shades to rely on them. The guild does not, and will never give out guild-related information or business to the Associates.
Raven - Ravens are experienced members of the guild and make up the vast majority of its members. They began as Associates but have proven themselves to be capable and reliable by their Raven masters and thus promoted. Ravens handle some of the more notable tasks, are trained by the Shades, and given some reliable equipment to improve their abilities. Shades are able to rely on the Ravens enough to trust them with important information, and if a Shade ever needs help with something they generally look to the Ravens.
Shade - Shades are the penultimate thieves and assassins. There skill surpasses all except the Unseen. Shades are small in number, but they don't require a large count due to their skills. Not many Ravens become Shades, and those who do have shown remarkable talent and have been chosen by a group of Shades and then the Unseen determines whether or not they're accepted. Shades are given legendary equipment and are allowed to learn dark abilities to help them in their operations.
The Unseen - Each chapter of the Ravens Guild is headed by the Master Shade, but every Master Shade answers to the Unseen. No one is quite sure who the Unseen is, and it's possible there not a living person but rather an embodiment of something else. The Unseen makes major decisions in the guild and instructs the Shades on what to do and how to do things. When Shades believe a Raven is ready to be promoted the Unseen ultimately determines whether or not they are accepted into the fold of the Shades.
Name:
Description:
Species/Class/Personality/Height:
Life:
Move:
Range:
Attack:
Defense:
Special Abilities
(list)

The Round Starts off by placing Order Markers, but we're not going to worry about those right now. This is the basic, bare-bones structure of a round:
1. Roll the d20 for Initiative. Highest roller goes first, second-highest goes second, and so on; re-roll all ties.
2. Choose Army Card.
3. Move Army Card.
4. Attack with Army Card.

Movement Rules
1. A character may move in any direction equal to the number of his Move value. For example, if a character has 5 Move they may move 1, 2, 3, 4, or 5 spaces in any direction.
2. When moving into water, the character MUST stop moving.
3. A character may only move up elevation if it is less than the character's height. A character with 5 Height can climb up elevation that is 1, 2, 3, or 4 levels high, but cannot climb up elevation that is 5 of more levels high.
4. When moving down elevation, if the fall is equal to or greater than the character's height, roll 1 attack die to determine fall damage. If it is 10 or more levels higher, roll 3 attack dice. If it is 20 or more levels higher, roll the d20; if you roll 19 or 20 the character is fine; if you roll anything else the character is destroyed.
5. When climbing up elevation, each level costs 1 movement point. So an elevation of 3 costs 3 points to move there.

Engagement Rules
1. Whenever a character is adjacent to another (opposing) figure it is considered engaged. Engaged characters can only attack the engaged character(s). If this character tries to move, roll 1 attack dice to determine disengagement damage.

Attack Rules

Special Abilities
Flying/Leaping: These characters ignore elevations and water, can fly over figures without becoming engaged, and do not take fall damage.
Counterstrike: When rolling defense, all excess shields count as direct hits to the target's life.
Water Ignore: When moving over water, this figure does not have to stop and may continue moving.
Joegreenbeen said
I like this idea! I only have one suggestion, I would put a limit on how many points you can put onto your characters 4/5 stats, so no one does anything unfair.


I was thinking maybe 18-20 points. Typical HeroScape figures could have as low as 14 points to as high as 28 points. I think the average would have been close to 20, and if not 20 then somewhere in the 17-19 range. I think Squads should have around 15 points to spend and Heroes should have 20. In this sense, a ranged Hero may be:

Life: 4
Move: 5
Range: 6
Attack: 3
Defense: 2

And a ranged squad may have:

Life: 1
Move: 4
Range: 6
Attack: 3
Defense: 2

But there's a lot to consider. It may be better to let the players determine their own values, then let me decide whether or not it's fair.
I didn't think of a name. Then again, I ain't so good with names.

Call him whatever you want.
Name: The name of this character. Heroes have unique names, such as 'Alexander the Great', while squads have general names, such as 'Athenian Archers'.
Faction: Which faction this character belongs to.
Type: Whether or not this character is a Hero or a Squad. Heroes are unique individuals with powerful stats and abilities. Squads are usually weaker, but can consist of several individuals.
Description: A short description of the character.
Life: The Hero's Life value. When this Hero takes damage its Life value is reduced. When it hits 0 this Hero is incapacitated until the end of the battle. Squads do not have 'life' and will die as soon as they take damage.
Attack: The character's base attack. When you attack, any dice rolls are added to the base value of the Attack to determine True Attack. So ATTACK = BASE ATTACK + DICE VALUE.
Defense: The character's base defense. When you are attacked, any dice rolls are added to the base value of the Defense to determine True Defense. So DEFENSE = BASE DEFENSE + DICE VALUE.
Special Abilities: A list of this character's special abilities. Special abilities are unique 'game-breaking' skills a character can use. Abilities can cause damage, reinforce defense, provide protective auras for allies, buff allies stats, reduce enemy stats, heal, and so much more. They are suppose to be unique, so come up with anything you want and I will determine if it is okay. The success of some Special Abilities are usually reliant on the d20.

Combat
1. First, choose which character you want to use and then choose which character you want to attack.
2. The Attacker and Defender both roll dice and add the results to their base Attack and Defense respectively. If the Defender ends up with a value equal to or greater than the Attacker then the attack is unsuccessful. If the Attacker ends up with a value greater than the Defender then the attack is successful. Any excess attack points count as direct hits to the Defender's Life.
3. At anytime, when applicable, you may use Special Abilities.
4. When any one Hero's life hits 0 they are incapacitated until the battle is over.

Example
Alexander the Great has 5 Life, 3 Attack, and 4 Defense. Leonidas has 4 Life, 4 Attack, and 4 Defense. Alexander attacks first and rolls a 5 while Leonidas rolls a 2. Alexander's attack is (3+5=)8 while Leonidas' defense is (4+2=)6. Since Alexander rolled a higher value his attack is successful. To determine how much he dealt, subtract the defense from the attack (Alexander's attack=)8 minus (Leonidas' defense=)6 equals 2; so Alexander dealt 2 damage. Leonidas now has 2 Life.

Special Abilities
If anyone is wondering what this is, imagine a huge werewolf, but it's not a werewolf. It doesn't have a snout, but it's still a beast nonetheless.

It's arms are about five feet long and it usually uses them for support. However, it's legs are capable of supporting its upper body enough to stand still and swipe around. It keeps it legs, which are just barely shorter than its arms, reered back so it can leap very far. This thing can leap around with blinding speed, its claws can dig into the side of the keep's walls, and if the claws so much as tap you your skin is liable to rip open.
As the adventurers began to take on the offensive and drive the skeletons back, something else was making its way to them. These undead were but a distraction, just a group of laborers meant to snag the unwary and drag them down into Under Deep. The adventurers flashed, hacked, and slashed, feeling as if victory was under way - but it was not. If Athinar had only stayed at the gate for a bit longer he would feel the ever-approaching vibrations behind it. The howling of the undead and the sounds of battle drowned out any attention from the magically-barred metal gate.

A loud, high-pitched, agonizing screech sounded as the metal gate began to slowly ascend. To a normal person the screeching was enough to bring them to their knees, ready to be hacked down by the undead. A large clawed fist, roughly the size of a person's head reached out from below the door. It was big and hairy, with patches of fur missing from it. Its claws were a thick red, as if blood had never been washed from them. When the great metal door finally came to a screeching halt the adventurers heard the blood-curdling roar emit from the hidden beast.

Finally it lunged out. It had two long massive arms, roughly five feet long. On each arm was a huge clawed fist, firmly planted on the ground for support. It's body was wide and big, like a toll, only covered in a dark gray patchy fur coat. It had to long bent legs, and when this beast attacked it would launch itself with them. His feet had three deadly claws, so sharp they could rip through the flesh of a man with a single touch. It's gruesome head flicked around. His maw of a mouth was lined with sharp teeth, and his single cyclops-eye was blood red. Once again it let out a roar that immediately attracted the attention of the whole group.

The undead around the keep began to back away, ready to allow this ancient beast to feast on its prey. It leaped forward, right towards Dasmira, and the force of the great beast would surely crush her to death if she didn't move fast enough - or perhaps she would meet her end at its deadly claws as they ripped her apart limb from limb.
"Sir, we're coming up on Leto-77, but there's a problem."

Six looked up from his rifle. He had been inspecting it for the inevitable battle. "What's the problem, pilot?" Six stood up and walked to the front of the cockpit. Behind him were about five other Clone Troopers serving as back-up.

"Jason and his forces are under heavy fire at Leto-77. If I get try to land to close the droids will blast this LAAT out of the sky. I'll need to hang back and drop you off on one of the lower levels."

Six thought for a moment. If they landed to far away Jason's forces would culminate more casualties, but if they flew in to close they'd surely be shot down. Six sighed and sat down in the empty seat beside the pilot, turning on a transmitter. "This is A-6 to Leto-77 Command, give me a status update." The transmitter received nothing but static for a few moments before finally emitting a high-pitched noise and quietening down. Someone had patched through.

"This is CT-3628. Jedi Knight Renkin and his forces are managing to turn the battle around. Jet Troopers are in the skies but we don't know how long they'll hold out. There's lots of wounded and they need immediate support - now."

Six responded: "This is A-6, I have an LAAT and Five Clone Troopers and I am en route to Jason's position. Support is on its way." Six stood up and grabbed the pilot's shoulder, "head Leto-77, but don't slow down, I need to examine the battlefield." The pilot nodded and Six walked back to the side of the LAAT. A minute passed by and he could oversee the devastating battle blow. Renkin was on the ground leading a force of Clones, and he could see the Jet Troopers in the air taking out the droids. Other clones were located all around the area, many of them wounded. Renkin was holding out, but for how long? He was a damn good Jedi, but Six wasn't about to let some automated droids surround him.

As soon as the droids saw the LAAT they immediately began firing on it. The gunship began to rock and tumble and wouldn't last long against the BS droids rockets. "Pilot," yelled Six, "try circling around and land quickly - don't worry about making a soft landing, we can't afford to slow down and stay in the air for to long!"

The pilot did his duty and circled around the battlefield. The clones inside alternated firing their blasters at the Seps below, giving Jason and his troopers much needed support. "Hold on," the pilot said as the LAAT began to descend. It wasn't meant for this kind of landing but if the LAAT sat idle in the air for to long it was a prime target. It hit the ground and began sliding, unleashing a hideous screeching noise on the metallic surface below. It slid to a halt behind some rubble. Not to far away was a clone named Doc. Six immediately ran over to him and the wounded he was patching up.

"Doc? It's me Six." Six then motioned for his clones to make their way over to the rubble. "Give this trooper some cover fire while he gets the wounded to the LAAT." The clones nodded and took up positions along the wall. "Doc, I need to get to Jason, these clones are under your command now, do what you will with them." When the clones opened fire to cover Doc, Six took it as an opportunity to make a run for Jason's position. "Jason," he yelled, but was cut off by a nearby explosion, sending him stumbling behind cover. "Son of a..." He managed to get his aching body up and make his way to some cover near Jason. "Jason, it's Six, I'm here. Just tell me what to do."
@TheExiledRanger: A bio will be fine, but if you plan on using any other character than a Clone Trooper it would be best to wait until the RP moves past Order 66.
A mercenary group comprised primarily of humans. They raided a major government long ago and was notorious. An alliance of this government finally drove them back. The mercenaries were then forced to survive on this new world and developed a new culture. Over time they developed a powerful and well-trained military and were known for their skills in combat. They became mercenaries again, but many also became bodyguards, elite operatives, and even bounty hunters.
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